Hey Bla, this is a request for next time you crop the map, likely at the 1.4.4 update (I guess). Half of my stronghold ended up being in 1.7 generated territory so I have no end portal. You seemed ok with cropping out some of the 1.7 ocean biome around the stronghold out.

I'm not sure how the cropping process goes, whether you just draw a box around territory or if you need to know the exact x/z coordinates. So contact me about this when you get around to cropping the map.

It's been a month since the last discussion about the stronghold and I'm starting to feel like extending rail route 5 to mojikit stronghold and later to mt. olympus (maybe). The boundary between 1.7 and 1.8 generated territory is 544x (with the stronghold ending naturally at 598x) and the stronghold is in between -710z and -750z. I built an experimental slime farm on top of it, so you can crop it out if necessary.

Anyways, I'm unsure as to if you are going to crop the entire region or just the part of the stronghold which is found under 1.7 territory. I'd like to know this as the most direct route from (Vrus) Aahrus to Mojikit Stronghold is directly over the stronghold and I'd hate to waste a ton of ores on a region you are going to crop. If necessary I'll head directly under the nearby jungle.

People, please post the corrupted chunks you've found. You say there are many at Desertopia. I need to know how extensive this is.You can mark them on the map but I'm also planning to make a map with a grid showing the chunks if that would make it any easier.

Also post when you want them reverted to from a backup, if you want that. Then I'll revert to the closest date around or the closest date before, depending on what you want.

Also I give no guarantee that I'll work on this at any moment. Especially when I don't know how big the problem is. If there are hundreds of corrupted chunks it'll be hard to dedicate a lot of time to all of them.

People, please post the corrupted chunks you've found. You say there are many at Desertopia. I need to know how extensive this is.You can mark them on the map but I'm also planning to make a map with a grid showing the chunks if that would make it any easier.

Also post when you want them reverted to from a backup, if you want that. Then I'll revert to the closest date around or the closest date before, depending on what you want.

Also I give no guarantee that I'll work on this at any moment. Especially when I don't know how big the problem is. If there are hundreds of corrupted chunks it'll be hard to dedicate a lot of time to all of them.

i know that stuff i put in chests have a habit of dissapearing and stuff i build sometimes unbuilds itself but i'm not sure if it means a corrupted chunk. i can mark out the areas that this happens, but i don't know if its caused by corrupted chunk or something else.

when yqt tested the library chunks for corruption the torches did not dissapear but the cobblestone blocks he placed did. in addition the bridge built there afterwards did not dissapear, which might mean that corrupt chunks only will cause a rollback some of the times.

when yqt tested the library chunks for corruption the torches did not dissapear but the cobblestone blocks he placed did. in addition the bridge built there afterwards did not dissapear, which might mean that corrupt chunks only will cause a rollback some of the times.

*whacks bong*

Give me some credit will you. The cobblestone grid was my idea and I had also tested with torches and that didn't work.

Still though, it was very odd that the torches didn't work because it's a pretty standard way of testing for corrupt chunks.

bong

I want to donate the bottom part (below the back line) of B-ongatar to Ampluterra. ml_lk1pz has already accepted it, but it is not on the mapp yet. (area 3)

A few crop(s) ago, the white part i circled was ice. than Bla changed it to plains for whatever reason. Now I request that the white box i drew to be turned to ice biomes. Area one and two can be changed but do not have to be.

Although for the nether, you can move the southwestern red lines a chunk or two towards the amazonis fort and the torches are just to try and eliminate spawning areas for ghasts and the less wide open space in that area, the less annoying ghasts will be for me.

There was that attempt by me to go more than 8km away (until you swiftly applied the admin authority bat, or rather it was yqt that applied it), but I don't know if that was cropped already. Fiah may have done a bit of explorinig, but other than that, I don't think there has been.

There may have to be some cropping of already explored but unused lands to get horses to spawn though.

Someone did develop a plugin to get quartz into previously explored areas, so, someone might be able to find a way to reset the plains so that the horses can spawn.

Alternatively, we can crop out portions of plains that are explored but undeveloped.

Also, we have no idea if the terrain generation would change for all unexplored areas since they made small tweaks to the desert generation. Or it may just be isolated to deserts without affecting anything else.

cropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcropcrop 1.6 is out

The only real concern about this update is the terrain changes. How do we want to approach this?

Do we want to continue to just crop as close to development as possible, or do we want to try and crop a certain radius and have terrain after that as 1.7 land, allowing for the ugly chunk borders away from development? (ie only crop 2,500 blocks from 0,0 unless there is development out past there already)